Artificer
Base Class: Artificer

"To learn about chaos is to learn about power.  To learn about power, is to harness chaos".  This was said by the first ever creator of the rings, chaos imbued, large, golden rings that can aid one in many ways.  From teleportation to survival to even hindering, these rings are very powerful.  Those who choose the path that allows them to make these must be very smart and willing to learn.  Some say they are connected to the mysterious Chaos Emeralds, but no real evidence has been found.

Rings of Chaos

You are able to harness chaos energy, putting them into rings to be able to be used in combat.  You learn to create rings.  You can make 1d4+half your proficiency bonus rings every short rest, or 2d6+half your proficiency bonus rings every long rest.  Once per every time you take a turn, as a free action, you can throw two rings within a 40 feet radius sphere centered around you.  these rings cannot be thrown in the same area or a large shock wave is created knocking every creature within 60 feet of the ring to be knocked back 20 feet and become prone, ignoring any immunity to the prone feature but instead only not affecting the creature if they are immune to force damage.  These rings, when they land on a hard surface bigger than 7 feet by 7 feet that isn't a creature (besides that of a Tarrasque), make a 7 foot by 7 foot portal linked to the other ring.  If you make both portals on the ground and go through one, roll a d4.  Depending on the roll, you go in a random direction.  1=north, 2=east, 3=south, 4=west.  If you land on a creature after going through a portal, you can choose to either get a surprise attack on the creature giving yourself advantage on the first roll to hit, or have the creature take bludgeoning damage equal to your weight divided by 10. These portals last for 2 rounds or until the thrower goes over to one and picks it up.

Ring -Boosted Durability

The rings you currently use are able to use their chaotic energy to save you from death.  When you reach zero hit points, at the cost of all rings you are currently holding, you can stay at your current hit points and take zero damage.  Any portals stay as they are.

Trap Portal

You create a large, swirling ring that traps those who touch it.  At the cost of 7 rings, you can make a trap portal.  You can throw this like a normal ring.  If a creature touches the ring or the ring is thrown in the area they take up, the effect takes place.  The creature is sent to a demiplane where they must complete a minigame.  Every minute they spend on this plane(Maximum of 15 minutes) they must succeed in a performance check with a DC equal to 5+their CR(or level if they are a player). When they succeed or the 15 minutes are up, they reappear where they were first teleported.   When a creature is trapped, the ring disappears.  This takes no action, but you can only make one per turn

Ring Mastery

Your knowledge and connection to the chaos that the rings are imbued with becomes one, allowing you to become more powerful than ever.  You gain a multitude of abilities.  The amount of rings makeable per short or long rest gains and extra d4+1.  If you get 100 rings, whenever you die, you revive at full and you lose 100 rings.  This can be stacked.  Also, once per week, you can choose to lose all ring cost for any ability besides the revive for 5 minutes and are able to make double the rings.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2023 12:14:23 PM
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